9 rom, 1 rom organization, On-screen display – Lucent Technologies MN10285K User Manual
Page 173: Text rom addresses, Graphics rom addresses, Each character requires 36 bytes, Program data area text rom, Text character, Graphics tile (16-color mode), Graphics rom

On-Screen Display
ROM
Panasonic Semiconductor Development Company
MN102H75K/F75K/85K/F85K LSI User Manual
172
Panasonic
7.9
ROM
7.9.1
ROM Organization
Notes:
1. All addresses are expressed in hex notation. Other values are decimal.
2. GROMEND: Graphics ROM end address (programmable to any address)
3. CROMEND: Text ROM end address (programmable to any address)
4. M: Number of characters - 1
5. m: 0 and up
6. N: Number of graphic tiles - 1 (16-color mode)
7. n: 0 and up
Figure 7-9 ROM Organization
CROMEND
−
23
CROMEND
−
22
CROMEND
−
21
CROMEND
−
20
CROMEND
−
1F
CROMEND
−
1
CROMEND
Line 1 bits 7 to 0
Line 1 bits 15 to 8
Line 2 bits 7 to 0
Line 2 bits 15 to 8
Line 3 bits 7 to 0
.
.
.
Line 18 bits 7 to 0
Line 18 bits 15 to 8
1 byte
CROMEND
−
24
×
(M
+
1)
+
1
CROMEND
−
24
×
M
CROMEND
−
24
×
(m
+
1)
+
1
CROMEND
−
24
×
m
CROMEND
−
47
CROMEND
−
24
CROMEND
−
23
CROMEND
Code M
text data
.
.
.
Code m
text data
.
.
.
Code 01
text data
Code 00
text data
36 bytes
Text ROM Addresses
Each character requires 36 bytes.
GROMEND
−
7F
GROMEND
−
78
GROMEND
−
77
GROMEND
−
70
GROMEND
−
6F
GROMEND
−
68
GROMEND
−
67
GROMEND
−
10
GROMEND
−
0F
GROMEND
−
08
GROMEND
−
07
GROMEND
Line 1 data
Line 2 data
Line 3 data
.
.
.
Line 15 data
Line 16 data
8 bytes
GROMEND
−
80
×
(N
+
1)
+
1
GROMEND
−
80
×
N
GROMEND
−
80
×
(n
+
1)
+
1
GROMEND
−
80
×
n
GROMEND
−
FF
GROMEND
−
80
GROMEND
−
7F
GROMEND
Code N
graphics data
.
.
.
Code n
graphics data
.
.
.
Code 01
graphics data
Code 00
graphics data
128 bytes
x’080000’
CROMEND
−
24
×
(M
+
1)
+
1
CROMEND
GROMEND
−
80
×
(N
+
1)
+
1
GROMEND
Program
Data
Area
Text
ROM
36 bytes
GROMEND
−
7
GROMEND
−
6
GROMEND
−
5
GROMEND
−
4
GROMEND
−
3
GROMEND
−
2
GROMEND
−
1
GROMEND
Sheet 1 bits 7 to 0
Sheet 1 bits 15 to 8
Sheet 2 bits 7 to 0
Sheet 2 bits 15 to 8
Sheet 3 bits 7 to 0
Sheet 3 bits 15 to 8
Sheet 4 bits 7 to 0
Sheet 4 bits 15 to 8
1 byte
Text character
16 bits
18 bits
Bit 15
Bit 0
Line 18
Line 1
Line 2
Line 3
Graphics tile (16-color mode)
Sheet 4
Sheet 3
Sheet 2
Sheet 1
1 dot = 4 bits
= 16 colors
Bit 15
Bit 0
16 bits
Line 16
Line 1
Line 2
Line 3
Graphics ROM Addresses
In 16-color mode, each tile
requires 128 bytes.
(16-color mode)
(16-color mode)
(16-color mode)
Graphics
ROM